It's basically a really well implemented Newtonian physics based platformer in a deterministic universe on a time loop that resets (22 minutes), so the loop is basically figure out how to get some place and then execute it (i.e. you could decide you want to de-orbit the moon into its planet, practice it, and get it right). Timing also matters as the celestial bodies orbit around and some of them fall apart.
So maybe it's less frustrating if considered like "a Mario level that's supposed to be difficult"
The story is understated, poignant, and one of those "ultimately nothing happened but the real story is what happened along the way". For reasons like this I consider it similar to Disco Elysium, a totally different game on the surface
I think that's sort of true, but unlike Disco Elysium - which I simply loved - the bits of Outer Wilds I loved were at odds with the fact that basically all of the worlds gave me anxiety from their specific quirks (plus, I found them all being so small - especially the ones closest to the sun - made me constantly worried about falling off), and I couldn't finish it.
(I did watch a YouTube play through to get some of the experience without the terror later)
So maybe it's less frustrating if considered like "a Mario level that's supposed to be difficult"
The story is understated, poignant, and one of those "ultimately nothing happened but the real story is what happened along the way". For reasons like this I consider it similar to Disco Elysium, a totally different game on the surface